Tag Archives: Megahaulin

Quick note about Megahaulin’ Classics

An astute reader pointed out that the first several episodes of Megahaulin Classics were not available in the public feed. It was learned that this was due to some content expiration configurations on the podcast hosting side.

It looks like the only way to bring this missing episodes back from the grave is the republish them again with a current date and then sort them into the proper timeline. This means that some of you who automatically download older episodes will see some additional content in your feed.

Apologies in advance. Please feel free to listen and laugh at the older content, just like we do!

Update: Looks like the crisis has been averted. For those looking for Megahaulin Classics, you can easily view them by following the filter here.

Command Deck Strategies Part 5: The Union Command and Hive Admiral McCready

By Eric Navarro aka erictht

Editor’s Note: This is Part 5 of our Command Deck Strategies Series.  We also recommend:

Who Should Play McCready? 

If you’re a player who loves going aggro and overwhelming your opponent before they can even get their strategy started, the McCready is the Commander for you. Skill-wise, a player who knows how to sneak in every point of damage possible and loves streamlining their deck is going to thrive with this command build. Plus, if you’re someone like me who loves drawing cards as much as they hate the math involved with scrapping strategies, then good news: The Union is the deck for you. 

You need to be a player who can stick to a focused strategy without any distraction, modifying it slightly based on gamestate and match up. If you are a dedicated aggro player, this is your chance to zoom the microscope in on this linear strategy and refine your play until it is as efficient and effective as possible. In summation: burn baby burn. 

You start with 60 authority and draw 6 cards per turn (3 if you’re going first). The Union’s starting deck is blisteringly fast, boasting an impressive 16-25 starting damage and few enough deadweight cards that scrapping is not needed. More importantly, the clunkiness of adding a single card that does not fit your strategy will greatly outweigh any scrap benefits later in the game as most games end shockingly quickly. Speaking of which, be prepared to wait a long time between rounds in the in-app tournaments.

With all that said, are you Mc’Ready to play McCready? 

…sorry.

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Podcast Episode 102: Two Dusto Draws Equals One SilentAl

This week, Dustin and Rick explore new Community terms that have become popular (Mirror Match, Row Punch) as well as answering some detailed strategy questions. Check out the Megahaulin Glossary at: https://megahaulin.com/glossary/

A good amount of discussion focuses on the recently released Commander Deck Strategy Article for Biolord Walsh as Star Realms Commanders continue to take the community by storm!

Lastly, a fair amount of focus on the Online Competitive Star Realm Scene including the start of Dodgeball Season 07, where both Rick and Dustin are on the same team! (Go Team Megahaulin!)